
Originally Posted by
Hyrist
I disagree with that. Again. Look at the number of mechanics introduced and reinforced in the existing dungeon content, and compare it to our previous content. Amarot far harder in comparison to Sastasha, and comes with a soft-enrage, a mechanic we haven't really touched on in quite a while. Tuning that more difficult isn't teaching so much as frustrating, and as I said before, DPS checks are usually the last problem
The real issue isn't the difficulty of the dungeons itself, but in the ability of someone to be carried through a dungeon. Personal skills are not tested when a group of 3 can usually clear. To make mechanics hard requiring all 4 to be on point would tilt those scales too far.
I think instead we need to focus on building the individual, rather than on Trust/Group content. I like the idea of leading into stronger and harder mechanics, and we used to have a system that, on the rudimentary level, was trying to teach that. One we might be able to purpose in 6.xx.
I'm referring to Guildhests - more specifically.
If we could make a line of more extreme-based (possibly solo-only) Guildhests, and put enticing rewards for entering, we can isolate and focus in on specific skillsets for each role that would enable them to learn and refine. We can even create a scaling reward system that encourages them improving their performance.
It'd be easy to tune those to scaling difficulty, and there we can even control what mechanics need to be most reinforced with each role. Wouldn't take much manpower for something so short and sweet, and it would both not be a gate, and not be over-pressuring the storyline. For validations sake, you could even tie a title/achievement to conquering each difficulty to see if someone's gone through their paces.
It might work.